25 August 2021

EDF 5 - 94 Bloody Battle Inferno weapons farming solo AR

This is probably the most fun mission of the whole game (with Scorched Earth, 108 a close second). Tons of enemies, tons of NPCs and 3 NPC exoskeletons with 1 backup for each taking its place if he dies. The AR with its amazing heavy arsenal has a extreme edge over other classes here. I was having a ton of difficulties dealing with this mission in inferno because of a stupid stubbornness, but thankfully lemonleafier showed me the light of the general issue I was having. To avoid problems absolutely DON'T capture any NPCs. At least at start.


Ideal weapons:

- Heavy Bomber Phobos Z Plan 4, but Heavy Bomber Phobos Plan 4 will work too. The goal of them is to destroy small stuff in wave 2, perhaps kill a few colonists and annoy cosmos, but mainly to level down the city to make it easier for your NPC tanks and exoskeletons to kill enemies, as they will have no places to hide. Combat Bomber KM6 Plan X5 will also be nice, but it doesn't destroy the city πŸ˜—πŸ˜‹

- Bulge Laser Beam Mode Z, or the highest Bulge Laser you have. This will be to kill a few heavies, but mainly the laser cosmonauts from wave 3 and one of the large anchors. It's important to only waste time killing the 2nd and 4th laser cosmonauts from the left of start position as the other 2 will likely be eliminated by scripted bomb attacks. You can also try a Spritefall instead but not as useful as the beam here, as I'm positive that even a upgraded one will not be able to destroy the anchors in one use.

- 150mm Cannon Ξ½ Lapis will be stellar here. It enables you to destroy easily trees and other scenery ro cleanup and avoid blowing yourself, 2 buildings (left and right of the place where the WD squad will be) in front of you that will hinder your view, the train overpass, other buildings, cosmonauts, colonists, anchors, etc. The big advantage of this weapon is that it's focused, so you avoid hitting your troops, and it destroy things, unlike the Vulcan.

- the best exoskeleton you have. I do prefer the Powered Exoskeleton Nix ZC, as this one will be able to handle most problems if things go berserk. The Nix Red Guard is much faster but you'll be in trouble if too many heavies happen to survive at the very end as he can't handle them easily. However once you get the hang of the mission it becomes much easier and Red Guard is more than viable as you'll probably just walk around in the end.


Weapons don't have to be fully upgraded to succeed.


Armor: 1000+

Can be done with base armor, but due to how hectic the mission is, it's difficult not to be hit, specially by the rocket heavy colonists or a daring fast colonist your NPCs will ignore. Do remember colonists that are near a colonist you'll hit will focus weapons and attention on you until any of the NPCs hit them again.


Plan:

The best place I found to stay is the slightly higher area just left from start, left from the rocket equipped rangers (don't capture them). Destroy the trees there and the 2 structures to avoid surprises. Destroy the 2 small buildings just in front of you, on each side of the WD squad.

You should focus your attention on the left side, as more big enemies will come from there. Use the Phobos on the left enemy group that will be mostly colonists, when they're near. Use beam on heavy coming near the elevated train track coming from the back. And just use Lapis on all cosmonauts you can, specially heavy ones. Remember they'll focus on you.

Do keep summoning exoskeletons to your back when you can, they'll come handy at the end.

Om wave 2 abuse the Phobos (try not to hit your tanks, but they will die pretty fast anyway) to kill ants.

On wave 3 is important to have bulge ready to immediately use on sniper cosmonaut. Kill the 2nd from left, then the 4th from left, either with bulge or lapis. The voice lines will say the snipers are in the buildings but considering how much you should have abused the phobos, they're likely all on the ground πŸ˜‚. Help your guys with heavies, save bulge laser.

On wave 4 the 2 large anchors will drop. Hit the left one (NOT the right one) with the bulge laser, and at this point if you did things right the mission is won. You should have most NPC squads alive, and 2 or 3 of the NPC exoskeletons still fighting too. Enter the first exoskeleton you summoned, and proceed forward. Don't shoot anything for now! Enemies will ignore you if you don't hit them. Capture the WD squad. Proceed to the area with the loot, pick all you can rapidly to give health to your small squad but more importantly to make more crates drop when the last enemies die.

Your other NPCs will certainly handle the remaining heavies from wave 3, and all the enemies from the 5th wave. If they don't the Powered Exoskeleton Nix ZC will come in handy.


If you're still out of the exoskeleton when wave 5 arrives be careful with 2 frogs with plasma cannons that will come from the far left, these will likely focus on you and it's easy to be heavily damaged by them. There's also another 2 coming from the right, and any of these 4canwalk around all over the map and insta kill you.


Walk around, pick weapon crates, your NPCs will only hit anchor when tadpoles spawn from it. You can pick all remaining ones and they will massacre everything that will come out of the anchor. You can expect 1 weapon crate per wave. When bored or want to end the mission,  just destroy the anchor and finito.


My main error was to capture NPCs. The chances you'll kill yourself with them it's huge. They're a nuisance at start instead of helping.


https://youtu.be/FDvTEdznnjk


More heads on approach:


https://youtu.be/iq3tT0FsMvw


EDIT

You can use a Blacker instead of a Nix. E9 is great due to speed. But curiously can be more troublesome precisely due to the speed and efficiency of the Blacker picking crates. Also remember Blackers don't have much armor. As a last resort, escape to road at edge of map with WDs, use bulge on remaining anchor and deal with remaining cosmos with Phobos / Lapis.



EDF 5 - DLC 2-2 Inferno weapons farming solo AR

Please ignore this and instead read the description on a better video:


https://youtu.be/9T9VMuAD8yU


Air Raider has an easy life here too, if he has specific gear. You'll need the Absolute Bunker or Electromagnetic Bunker GH. To kill heavy cosmonauts the best are the Bulge Lasers, as these make it easier to get headshots (more loot), so best way is to equip 2 of them. You can also use 150mm Cannon Ξ½ Lapis or any of the Vulcan Cannon's but these are less reliable for headshots. For vehicles some people use a Depth Crawler, but for me a Blacker has the edge due to speed and maneuverability, the highest level ones are faster. When the heavies are hitting the shields it's hard to see, and the shield's tone doesn't help much either.


At start put the 5 shields in sequence. Remember the safe place is slightly ahead of the shield beacons, check by looking left or right if necessary. Then bombs or beams away. You'll be able to kill 3 heavies with a middle of the road Bulge Laser Beam Mode Z use. Remember heavies can still move sometimes so keep focusing on their heads. By the 3rd or 4th dead heavy from the first wave you'll be able to summon the Blacker. It's important to summon it to your right to make it easier to board it.

Once the Blacker has dropped and you killed the first 4 heavies, roll to the blacker and enter it. It's important to have the bunker chosen and start to rebuild it before you enter the tank. Drive to almost the map end right from where you started, this area of the city has the most buildings, it's the safer place to be. If you hide between the buildings before the edge road (one of the last heavies will appear on this road to the far left, you'll be able to rebuild the shield.

Then jump to the tank top, and place the 5 shields, using 2 in front if you like to drive backwards, or 2 in the back otherwise. At this point is just a matter of driving around the edges of the map and killing heavies coming in the distance. Remember if you did headshots, the 7th of 10 will not drop all possible crates. If you want to cherry pick the crates exit the tank with the "door" facing opposite the heavies. This way the shields will protect you while you walk around behind them.

Do realize that the tank doesn't stop immediately. If you exit it before it stops chances are you'll be outside the shields safe area. If the blacker enters one of the water canals, the way to get out is driving backwards.

When killing the last heavy do it real close to try to pick crates. Remember to put the laser beam away...  πŸ˜‹





EDF 5 - DLC 2-2 Inferno weapons farming solo WD

 This is a relatively easy mission for the WD since it can be cheesed in 2 ways.


First, option, there's some buildings with sloped roofs that will prevent attacks from the lasers. The first one of them is just back right from start.




You can see in the picture above the WD in this roof. She's able to climb by walking the four corners. If she stays with just half the head above the roof top, cosmonauts will not be able to hit her and she can use a Phalanx or Rapier to kill them. Just try gently to get the right position without exposing herself.


Actually the best place to do this is in the right back corner from start. The third building going up from that corner is similar to this one, but that one has the advantage that will be the most far for the last 3 heavies that will spawn. This will give you time to pick crates before the last 3 come, if you manged to kill the other 7 before that. There's 10 heavy cosmonauts in this mission, at the 7th killed by headshot you're at 128 crates, so this will come in handy.


The Phalanx is very efficient, with some luck and precise use of a reasonably upgraded Phalanx M5 can one shot a heavy, with the bonus that you're killing them by headshots so twice the loot. A base Phalanx ZAT (DLC2 level 107 weapon), which can drop on this mission, easily will one shot a heavy, and a ZT is good too.


When there's just one heavy, go to the opposite corner or side of the building and fly a little, the heavy will go to that side, enabling you to sneak to the other side to pick crates. Or you can take a stroll around so that the heavy will follow you, until it loses you from sight and stops which will hopefully be far from the pile of crates. Killing the last heavy can be done by attacking from behind when he's stopped, humming. Picking the last crates from this one isn't easy, mission ends pretty soon after that.


Possible weapon levels are between 81 and 107, which still enables a few DLC 2 weapons to drop.


The other way is by using the Haven's Gate. If you look at the picture above, there's 2 tall bluish buildings to the right. By staying on top of the tallest one, you can throw slightly ahead the Heaven's Gate and the heavies will pass below it eventually killing them. It will take sometime thought. Be careful with heavies coming from distance as they can still hit you. It's less productive, slower and more unreliable than the previous method but works too.


24 August 2021

EDF 5 - DLC 1-11 Inferno weapons farming solo AR

Offline Solo

https://youtu.be/bQKkCvuxlAA


Online Solo

https://youtu.be/lXUcDo6Ih54



This is a fantastically productive mission for high weapons farming as the number of weapon crates can be huge. Weapon drops levels will be between 84 and 106 which puts all available DLC1 weapons within its range. You can get the level 100-106 DLC1 weapons for the other classes too just playing with AR.


While the AR had difficulties handling some cave missions in 4.1, his kit had been upgraded so much that he's the best class now to tackle them when you can bottleneck enemies in tunnels. The 2 main improvements that allow this are the flame based FZ-GUNs (that have a quick rebuild time, last for a long period and will stun enemies under its influence) and that now turrets installed on the Depth Crawler (or any other vehicle) won't self destroy it. The Depth Crawlers are more manageable too, it helps.


Essential weapons:

- FZ-GUN MX, even basic which should have 4 turrets, more and better will only improve chances

- ZEXR-GUN, even basic which should have 3 turrets, more and better will only improve chances

- Depth Crawler IV Custom, although IV can be enough, just a lot fewer shells, but dealing more damage, even better with DC V

- either ZEX Launcher (dangerous to use but good against yellow ants and heavy Cosmos), Limpet Splendor ZD or Limpet Detector ME


Armor: 1000+


Basics:

You start in a cave with 2 groups of 3 NPC rangers. There's 4 tunnels, one in front, one in the back, one on the right and another on the left upper sides.

Staying in the cave is dreadful. The front tunnel will spit 2 waves of silver spiders it's a bad option. The upper right one 2 of yellow ants. The back one "only" spits 2 waves of pillbugs and a  heavy cosmo, but it's very short and too open to be easy to control, and pillbugs move extremely fast. The best option is the upper left tunnel, which will only have 2 waves, one of normal spiders at start and another of normal ants later but in a manageable time and position.


Plan:

Roll immediately to front tunnel (6-7 rolls). Drop and activate immediately 2 FZ-GUNs and then roll back and 2 ZEXRs (if you have 5 FZ-GUNs use 3 here and 1 ZEXR). This will kill the 1st normal spiders wave. Roll back to back tunnel, capturing both ranger squads. With some luck you'll be able to summon first DC before entering the tunnel, if not no issue.

Roll to back tunnel so you are just after the corner. Throw far one FZ-GUN, and the 2nd nearer, activating them immediately. Roll outside the back tunnel, drop 1 ZEXR, roll again drop another and activate both. This will kill the 1st pillbugs wave.

You're back in the cave, summon DC if you didn't before. Enter it and proceed to let upper tunnel. A 2nd normal spiders wave will spawn at its end. You can handle it with the ZEX Launcher if you arrived before they spawn or immediately after that by launching them towards their spawning point and activating them, and rebuilding them as soon as the last spider dies. You can also use the DC cannons to kill all spiders. Or the limpets. This is easy they're the smaller wave. Some crates will be at this location, health ones will surely be there (there will be crates in the front and back tunnels but only reachable by mission end).

It's important to rebuild FZ-GUNs and ZEXRs ASAP as they will be necessary soon.

You'll be at the tunnel end. It has 2 small openings on each side. If you stay on the left one, looking at the tunnel you'll decelerate the rate at which enemies coming from the main cave will come. The opposite with the right one. A wave of silvers will have spawned in the lower front tunnel at this point.

Your main goal now is to install as fast as possible 2 (or 3 if you have 5 total)  FZ-GUNs near the tunnel end on your side and activate them. Install another 2 but DO NOT activate them. You should until almost the end of the mission always install FZ-GUNs near the tunnel end on your side, ZEXRs near your end or mid tunnel, and ZEX Launchers as far into the tunnel towards the main cave as possible. Try to be careful when installing turrets if you're unlucky you can drop them on enemies and they disappear once their corpse is gone.

Looking at the flux of silvers you will probably have to activate the ZEXRs if there's too many silvers as FZ-GUNs can't hold a lot of them alone. When the FZ-GUNs die activate second lot, or try to be thoughtful and activate the second set when you feel enough time has passed. Be careful, 2 or 3 FZ-GUNs can handle 5 or 6 silvers at the same time, but not 10 or more. If the tunnel is crowded either activate the ZEXRs or use the DC cannons to help.

A heavy cosmo will spawn too along the silvers, but for some reason he'll stay at the beginning of the main cave right ramp and will stay there until the end.


Your goal now is to prepare for the next onslaught. Once there's only 5 enemies left (which will be the static cosmo and 4 silvers), 2 waves will spawn simultaneously, one of black ants in the left opening where you are and one of golds on the upper right tunnel.

Towards this rebuild FZ-GUNs when it's safe. The best way is to stay at the left opening to slow the silvers coming from below and just after activating the ZEXRs use this time to rebuild the FZ- GUNs. Another option is to activate the ZEX Launchers that will throw the silvers around the main cave and will take a lot of time to kill them, if they will giving you time to rebuild both the FZs and the ZEXRs.

During this time it's dangerous, but you can use a DC to proceed in the tunnel to pick all the loot there to make space for more crate drops. It's fairly safe with either DC IV as they have 15000 armor, use the cannons to throw silvers to main cave if necessary. Be careful with ZEX Launchers anyway they do massive damage, so just go in and out the tunnel as fast as possible to also avoid your rangers getting all killed.

You should have been preparing a fleet of DC's in the meanwhile (you can have 3, the fourth will destroy the first one). It's EXTREMELY important to install the third one on the right opening pointing the cannons towards the left opening, at mid low level so that you can destroy the normal ants wave that will spawn there. You should also always have a DC with the cannons towards the tunnel to help the turrets if necessary.

Once you see that you have 7 or 6 enemies left and there's at least 2 silvers dying in the tunnel, activate all the FZ-GUNs, and enter the DC that is aiming the ants spawning place. After the first try you'll know easily the spot. Dump the cannons into the ants when they spawn, they should all be dead pretty quick, exit and activate ZEX Launcher or ZEXRs (what you hopefully have more). You can also help by using a DC with its cannons to shoot to the tunnel.


Your goal now is to prepare for the final onslaught. Again once there's only 5 enemies left (which will be the static cosmo and whatever has survived from gold ants or silver spiders), 3 waves will spawn simultaneously, one of gold ants in the upper right tunnel, one of silvers spiders in the lower front tunnel and another of pillbugs in the same back tunnel. Along with 3 flamer heavy cosmos, which will be your lesser issue.

Towards this it's even more important to rebuild FZ-GUNs when it's safe. The best way is to stay at the left opening to slow the silvers and golds coming from below and left and just after activating the ZEXRs or ZEX Launcher use this time to rebuild the FZ- GUNs and all you can. You'll need all you can for the final onslaught.

It's more risky, but you can try again to use a DC to pick all possible crates from the tunnel before the final attack. In total you'll be able to farm the tunnel 3 times, and there will also be the crates left in the lower tunnels from the initial kills. You'll have a ton of DCs during the mission, silvers provide a ton of points so you'll never be out of them. It will just be hard to know which one is the oldest and use that one.

When the final onslaught start activate everything you can (FZ-GUNs, ZEXRs, ZEXs) the more the merrier. Do use a DC with its cannons to shoot continuously to the tunnel, using another when you end its ammo. This will help a lot as the number of enemies coming from the tunnel it's huge (69 excluding the heavy cosmos).

Once you've killed almost all smaller stuff if will a lot be easier. The 3 new heavy cosmos will either stay with the first or try to enter "your" tunnel. Just keep sending them gifts of each of the turrets (always wait so that they don't all end at near timings) towards the tunnel end (large cave side), it can take sometime but they will all die. If they stay all near the first you can come along the tunnel towards the cave using a DC. You can see them, and their flaming shots won't hit you. Use ZEX Launcher and ZEXRs to kill 3 of them, leave 1 alive. You can also use DC cannons on them. When there' just one left use a healthy DC to visit the 2, lower tunnels surely there will be gifts on both. The cosmo will not be able to destroy your DC. Your rangers will hopefully be at least some alive and they'll be annoying the cosmo too. Kill last cosmo with DC near him, preferably with shots to head to try to get more crates.


I succeed in 60 to 70% of times I do this mission. Usually I die because I get the timings wrong for the last harder wave, or because I take too many risks trying to pick crates when I shouldn't in the tunnel. Still the rewards are exceptional, I've picked 40ish weapon crates in this mission. At the 10th run it will be easy, and you'll have many upgrades to your gear.  From what you read using the ZEX Launcher is dangerous but gives you better chances than any of the limpets.


There will be some usual geometry clipping issues and you'll see some loot falling from the map and disappearing into oblivion. Don't try to back too much with the DCs towards the ceiling in the area where you'll stay most of the mission, I've "succeeded" a few times to get myself out of the map and into oblivion too, and even if you manage to get back to the play area, you'll surely be swarmed by enemies.


If you're not greedy and very conservative the mission can even be done with basic armor. I did try to go directly to the safe spot, but spiders are very fast and your NPCs are too slow, most would die at the beginning of the mission as they will try to fight the approaching horde of spiders without much luck, which creates unnecessary issues.





EDF 5 - Good and productive missions for inferno weapon farming solo

It's widely known that the easiest mission to get weapons in Inferno, or any other difficulty you need) is mission 87, Approaching Monster Balls.


Besides this one, others can be used for farming weapon crates due to the high number they provide and being reasonably within reach with at least one class. None will be as easy as 87 thought, not even close. By mission 80 you can get weapons up to 88. By mission 94 you can get all weapons for all classes.


In EDF 5 the range of weapons a mission drops is much smaller than in previous games. In Inferno missions, the range is about 25, with the biggest concentration of drops usually in the middle of the range. Weapon drops at the upper and lower extremes of the possible values are usually rare. This does force you to farm missions along the campaign to farm different weapons you may want that fall into different levels.


The best missions overall are 94, 98 and 108 for weapons without DLC ones. They all become reliable to finish with just a few runs, and the quantity of weapon crates is good to very good. Ratio time spent / quantity/quality is the best by far on these.

All other missions 80+ are either too troublesome, lengthy or drop miserable numbers of weapons (you're really lucky to get 10 in most of them). If you need weapons level 70 and below playing any of these missions in hardest will help with that.


Mission 40 - Brutal Battlefield - weapon range 43 - 70
This mission has a different layout from hard to inferno. The 2 "Grim Reaper" Fencer squads will spawn on left from start in hard, and on right in inferno. WD had a good life here on hard, in inferno AR will have a much easier life.
A transport can be infinitely farmed at the end, in auto-farming mode.



Mission 54 - Wire-puller - weapon range 50 - 76
A mission with a lot of Queen Ants, 2 of them goldies. It's easy with high-end weaponry, it will have a reasonable number of weapon boxes and they will be concentrated in a small area. It's not very interesting but can help in weapons more resilient to drop in either 40 or 80.



Mission 57 - Scuffle in the City - weapon range 51 - 78
I published a video doing this mission without shooting. Using that strategy, relocate to the next area quickly at the end of wave 2, then at the end of wave 3 enter tank and drive around collecting the weapons and ignoring enemies. A pretty quick mission and a reasonable amount of weapon crates.



Mission 67 - Extraterrestrial Riders - weapon range 55 - 82
This is easy with similar weaponry to DLC2-2, the only difference is that these cosmos are a piece of cake compared to the laser heavies. The idea is to optimize headshot kills, using a Bulge Laser while hiding in a shield. Always leave a heavy alive until the end. A pretty quick mission and a good amount of weapon crates.



Mission 80 - Reclaiming Base 228: Stage 2 - weapon range 61 - 88
This one is relatively easy to handle with any class as long as you deal with each group of colonists / cosmonauts and each pylon separately. You also have the help of the 3 special NPC groups that will help a lot. If you're careful it's even possible to deal with the 3 heavies separately from the laser cosmo by waiting until they're further apart. Although it can provide a reasonable number of weapon crates it takes some time, and it's a lower mission than 87.
You can also leave one of the silver silver spawning pylons for last and farm it.


Mission 87 - Approaching Monster Balls - weapon range 65 - 90
This is by far the easiest mission in EDF 5 as it can be totally cheesed for all classes. All it's needed is to go to the end of the river to the right and hide in the rocks to the right of the waterfall, with a weapon that doesn't use explosives and destroy the rocks. Players complain that it's nt easy to have weapons for using the rock exploit for the AR,  but he is the only class that can do the mission easily anyway without the need for tricks and with hard class weapons:



The mission will yield weapons in the range of 65-90, but remember that weapons that fall in the extreme values are more rare to drop. Even so, it's ridiculous (or good) that this mission can provide the highest weapons for all classes except WD and DLC weapons of course.
The number of weapon crates is usually miserable though.


Mission 88 -  Threads Everywhere - weapon range 65 - 90
This is almost as easy as 87. Bring a Bulge Laser, ZE Launcher to destroy Buildings, the Phobos 4 to destroy webs and kill enemies any decent mech to handle what survives and there's not much to do. Just stay back until all pylons are destroyed or all Araneas are in which case don't destroy the last pylon. The launcher is nice as it levels down the area.


Mission 94 - Bloody Battle - weapon range 68 - 95
Took me a while to figure out how to do this one in inferno. The AR does have a huge edge in this one as in most messy missions, Ranger can do it too without major issues.
A large teleport anchor can be infinitely farmed at the end with the AR, but it's slow.



Mission 98 - Coastal Defense Line weapon range 69 - 95
Another interesting one. Not as messy as mission 94 but still provides a good number of crates. And not difficult. AR rocks here as expected, Ranger can do it but it's not easy.



Mission 101 - Crumbling City
This mission is a derivative from a DLC one in 4.1. A WD with a good rapier can do it without much trouble but you must know where the termite waves are coming from, to take down the biggest chunk of them, to help the NPCs survive as they will help in the tougher waves to kill stray termites and be bait. AR will have it nicely if you manage to survive until you can get a fire equipped exoskeleton but this is luck-based.
The number of weapon crates is usually miserable thought, so it's not that interesting.


Mission 108 - Scorched Earth weapon range 74 - 95
Scorching is my favourite mission in EDF 4.1 and the best by far for weapons farming. Scorched Earth being its "spiritual" successor isn't as difficult as I thought at first and it's an enjoyable but very hectic mission. I have information here:


and 3 different videos of ways to do the mission with the AR:





Can be infinitely farmed at the end but not very productive so just destroy the last anchor when you picked the loot.
Yes, I'm a slight fan of this one. πŸ˜πŸ˜‹πŸ˜‹πŸ˜‹πŸ˜‹πŸ˜‹πŸ˜‚


Mission 110 - The Nameless
This mission is relatively easy with the AR as long as you survive enough time to summon a vehicle and have either the Electromagnetic Bunker GH or Absolute Bunker shields. However weapon drops are not stellar in numbers, but can be in quality as it's the last mission.


Mission 4, DLC1 - Reclaim Base 236
Interesting mission since you can farm easily with the AR or a WD with a rapier, a transport dropping red bees which do provide good numbers of weapon crates.


Mission 9, DLC1 - Engage Aggressors 3
Amazingly this can be a piece of cake. Just Phobos all the time. πŸ˜‚


Mission 11, DLC1 - Underground 1
The AR did have troubles in cave mission in 4.1, but on 5 as long as there's tunnels to bottleneck enemies he's the best with his new flame turrets and enhanced Depth Crawler vehicles. You still need to learn to control the DC's which isn't easy but even by just staying on the ground you can do major damage. And turrets now won't destroy your own vehicles (yay!!!!).
This mission can yield large numbers of weapon crates due to the huge number of silver spiders, yellow ants and 4 heavy colonists. Weapon levels 84-106, so the mission is already within range of being very good for all DLC 1 weapons (100-106).



Mission 2, DLC2 - Engage Aliens 4
This mission can be easy with AR again using his shields, and a vehicle, the Blacker being the best. A specific weapon for the WD, the Heaven's Gate, can also make it easy but lengthy. Or using a Phalanx and staying on top of specific buildings. The rewards can be awesome, a heavy cosmonaut dying by a headshot will drop 18 crates. Considering there's 10 of them, you'll reach crates drop limits fast, so you should try to pick up crates before killing the last 4. Only disappointment is that only can provide level 107 weapons in the DLC 2 ones.





Now comes the biggest issue which is a mission for weapons 108+ from DLC 2. For now the only ones that seem reasonable to farm are missions 8 (just a few silver spiders.. πŸ˜‚) and 11 (just a few big guys...), at least with the armor I have and want to stay which is 2000ish. The problem is what reasonable really means.
8 can be done with either the WD or AR, with the help of the 4 provided exoskeletons in the mission or without them. It's very unreliable anyway, silver spiders have a ton of armor, but worse are notoriously random in movement and it can be very wide  creating a ton of issues. Their webs do a lof of damage too, and just a few spiders will create a mess of webs that will crush even the exoskeletons armor in a few secs (really few...).
11 is a lot RNG dependent. The AR has an edge here, but even so, it will depend a ton on luck especially during the first wave with Erginus as you can't summon any vehicle until one of them dies. I've been able to do a few stellar runs but the majority are a nightmare and even surviving the first wave is difficult.
If I find really good, reliable, and approachable ways to do either, or another I'll post about it.


UPDATE.

Mission 11, DLC2 - Engage Mysterious Monster

I settled my opinion. Mission 11 can be done reasonably well with AR. It's quite productive and can provide better quality drops than mission 8 anyway, and if going berserk will be at start, not at end unlike mission 8. But it's still unreliable, and somewhat RNG dependent.





EDF 5 - General Information and hints

 I'll give here all information I found that is interesting for the game.


- the EDF 5 DLCs are very good (compared to 4.1), and to make things better there's weapons for all classes that can only be obtained in inferno on each of the DLCs. DLC 1 is within reasonable limits of difficulty, DLC 2 is not. However some missions on each DLC can be cheesed or are relatively doable with at least one class


- finishing hard will unlock hardest and inferno on the DLCs too


- killing frogs (oops colonists) and cosmonauts with headshots will provide twice the loot, heavy cosmonauts being the most profitable to do so with 18 crates


- the japanese EDF wiki will always provide good info for the game, but for 5 the most crucial page is:

https://w.atwiki.jp/edf5/pages/373.html

which lists the weapon drop ranges by mission and difficulty. Use Chrome's or Edge's embedded translation if necessary. 


- Air Raider turrets no longer destroy the vehicles they're attached to (finally!!!). And you can attach shields to them too!


- the limit of simultaneous crates on a map (weapon + armor + health) is 128. When the limit is reached enemies that die no longer drop crates until you pick any. There are several missions where this limit will be reached easily and in some pretty fast (38, 40, 80, 94, 98, 108, 109 to quote just a few). Unfortunately on many of these missions in inferno, crate picking while the mission is running is usually difficult, and it's not unusual to have all crates in the zone where the enemies are and will be throughout the mission.


- there's also a overall limit of 1024 crates of armor and weapons that can be picked up in a single mission


- yes vehicle controls are still mostly dreadful. I think they will always be, Sandlot seems to enjoy the way they are. They could at least license the flying controls from AER Memories of the Old which are stellar.


- unlike in previous games colonists and cosmonauts will target you specifically if you hit any of their nearest mates even if they have nearer NPCs than your relative position. This will change if any of the NPCs nearer them will attack them after you did, which is not guaranteed it will happen. In previous games enemies would always attack the nearest NPC or player whatever happened. In heavy messy missions, if you're playing solo split screen with the AR and another class, you can leave the second class inside a exoskeleton and it will be mostly ignored and remain almost unscathed even in the heat of the battle. This is extremely important specially in inferno and requires changes to the way you play from older games.


- due to how fast the Grim Reaper fencers and the WD squads move, unwanted friendly fire and even self killing is sometimes very difficult to avoid. Not capturing NPCs is sometimes essential to avoid bigger problems. Wherever the NPCs are trained it's the worst training place in the universe, they can't seem to teach the basic concept of not getting in front of a firing mate. πŸ˜‹


- game is much easier in couch co-op with 2 persons, not single gamer "co-op" playing (using 2 classes, 1 at a time by the same person). Unlike playing with 2 online which makes the game a lot harder as enemies will be 2x healthier and do 2x more attack damage, everything is equal in couch co-op, so you have 2 EDF classes doing damage to the same enemies with the same characteristics as playing solo. It was almost the same in 4.1, just different multipliers for difficulty.


- unlike previous games you can't play split screen and maximize weapon crate pickups for one class. The game will always split them between the 2, usually with a few more for the second player no matter which class picked them up. And a few more for each of the other 2 missing classes.


- WD and fencer can now enter and fully use some vehicles like the AR exoskeletons


- when helping NPCs deal with cosmonauts (or heavy colonists) deliver body shots as they will generally only hit them in that part. At least do shots to the arm that holds the weapon (always the right, it seems there's no left-handed aliens). If you do headshots you're not helping the NPCs at all and doubling the effort.


-the japanese wiki

https://w.atwiki.jp/edf5/

has really good information, and you can use Chrome's or Edge's built-in translators with reasonable results. I do prefer to play the game on my own and make my own strategies to deal with each mission. Sometimes my solution or one very similar is detailed there, sometimes mine is different. However many of the mission strategies, specially for harder levels, I think many times are one shot ways that require either extreme luck or extreme skill or both, so don't really accept them all as being generally good. A few ones I'm curious, I try them and it's not unusual to can't even figure how it could be possible to achieve what they suggest. Well my strategies and suggestions can fall in the same issues too, so... πŸ˜‚


- some NPC squads will stay down in the map once they're killed, you'll see them kneeled down and their heath bar is black. Once there's no aggroed enemies to player(s) they will respawn although at a low yellow health. One mission extremely easy to see this is mission 81 Reclaiming Base 228: Stage 3,whcih is a scripted mission and that at the end of each wave the downed NPCs from the 3 squads will recover for the next one.


- by mission 87 in inferno you can get all weapons for all classes in the main game except one, the level 95 Phalanx ZT for the WD. All other weapons are level 91 or below.


- contrary to what's said in Reddit and elsewhere KM6 attacks are not failsafe for you and NPCs. Yes you can get killed or least badly damaged with them. Not that difficult to happen. KM& attacks will even do more damage to vehicles / exoskeletons, for instance the Naegling can be destroyed in a single of these attacks. So always consider that when using them over yourself unless you're inside a vehicle with reasonable armor.


- vehicles have no upgrades available except in necessary points to summon. So speed, attack strength, armor is always equal and you'll always have its full power and capabilities available.


- Ranger and Fencer enhancements have no upgrades, when you get them that's it. WD cores have 2 enhancements, max energy and charge speed. The WD has the most dreadful weapon grinding of all classes, as she has weapons with 8 upgradeable stats and all cores have 2 additional ones. πŸ˜‘πŸ˜


- best way to scout missions is to play them with the WD on easy or normal, so you can study movements, spawn positions, how they're grouped, important targets to address, etc. The Mirage 15WR will likely kill almost everything, bring a Rapier for the rest. Most of the missions are equal, just harder versions of spawns in Inferno. However a few have more waves, more spawns or slightly different spawn locations for NPCs or enemies (mission 40 for example). Still these account for just around 10 missions.


- Tempests can't one shot Cosmonauts or heavy colonists. Normal Cosmonauts need 2 Tempests, one to destroy the armor, the next to kill them, but Heavy Cosmonauts need 3 Tempests shots since they have 2 layers of armor.


- in EDF 5, unlike previous games vey few missions have clear breaks between each wave. When a certain threshold of enemies alive is reached the next wave triggers, when the norm previously was that this would only happen when all enemies from one wave were killed. This makes the game harder because it's usually a non stop assault of enemies and few chances to relax or prepare next wave (108 is a example of this)


- queen ants are not stun locked by fire (giant bees neither I think, but not usual to be possible to try). King spiders are. Erginus and Archelus... πŸ˜‚ King spiders can be thrown around by explosives.


- although other classes besides the AR can use vehicles, only his weapons will rebuild while he's inside them. So take this into account when using vehicles with another class, you'll be at exactly the same point weapons wise as you entered them.


I'll keep adding information I find out, or more usual I remember.


23 August 2021

EDF 5 - The dreadful weapons grind rant

Oh crap... I hate to make this one of the first posts, but it's necessary.


So you think you'll get to Inferno, play the easy mission 87 (by hiding in the rocks near the waterfall) and get a shiny new level 90 weapon and Inferno mission (and others) will be a breeze? Think again.


In their infinite wisdom, Sandlot decided that grinding for the weapons themselves wasn't enough. So all the weapons that drop are almost certainly at extremely low levels and almost all the major stats (damage, range, number of bullets, whatever applies) will be miserable. Unless you're lucky and get a really stacked one.

The WD is the one that is more affected by this. She has weapons with 8 upgradeable stats and all cores have 2. At least the vehicles only have an upgrade path (points to summon), and Ranger and Fencer enhancements curiously have no upgrades.


You got a new sniper for ranger? Fantastic, the problem is that its range will likely be lower than 500m, damage will be miserable and reload will take forever. You got a new turret for AR? Cry, it will likely have 2 or 3 turrets, and the damage will just tickle enemies. Don't even expect normal progress through the missions to help, if you play them sequentially, this is not an issue with farming specific higher weapons in higher missions. Around 70% of the missions will provide 10 or fewer weapon crates, and even if you get again the same weapon, which can make its stats go up, you must be lucky that the new one that droops has higher stats than the ones you already have, or zilch. If you're really unlucky, like me, you'll also only get upgrades for the junk weapons you don't want anyway.

An example. I wanted to try something with Spritefall Power Mode, so I took notes of how the grind to get it would be. Played all missions that the weapon could drop, specially the ones where the weapon would not be lower or upper limits as this would make it harder to drop. At the 11th mission the weapon showed up. At the 40th mission (with a ton of repeats as I  had done them all), the weapon had dropped just twice more, and it didn't upgrade ANY stats in both times. This just burns your patience. It's pointless.

Another. Finally got the level 95 Phalanx ZT. Weapon dropped with Capacity at 1 star which is 105 (max will be 241 at 8 stars), Damage at 3 stars which is base 58.4 (max will be 91.7 at 5 stars), Range at 0 star which is 48m (max will be 96 at 5 stars), Energy cost at 1 star which is 284.5 (max will be 193.3 at 8 stars) and Charge Time at 0 star which is 2.7 sec (max will be 1.3 at 5 stars). I know it won't be necessary to max all stars to be effective, but as it is it's largely inferior to my level 84 Phalanx M5, and probably not much better than my level 64 Phalanx W2. Considering the time it took for the base weapon to drop I don't even expect to upgrade it to a decent level before finishing the game.

This affects the whole game, but it's more serious as the game progresses because low stats weapons are a joke in later missions and difficulties. The only items that are less affected are the vehicles, as their only upgradeable stats are the request points.

I even thought this was a japanese thing, but no, japanese players hate it too.

So Sandlot thinks of a nice weapons system and then makes it dreadful. When they had so many options. You could get stars from the next drops, and then you could spend them on upgrades for weapons you want, not the RNG junk, at the mission end so that you would have limits to what weapons you could apply them to. You could star the weapons you like and the drops would optimize for these. Something else would likely be better than this stupid, boring, dumb, pointless grinding system.


One of the interesting things in EDF games is to try a new approach to a mission with different weapons. This is something you now can't do unless you got lucky with the drops and got decent levels for the ones you want to try. Otherwise, you'll probably not even know if there will be any success with a different approach, as it's inconclusive if it's the strategy that doesn't work or the weapons that are still incompetent. The gameplay is good enough to ensure many gamers will return to try a different way, but grinding obligation to try to get something you think you could want is dreadful.


And then they wonder why people get fed up with the game and quit. Duh????? Hello???? Has anyone at Sandlot really grinded the weapons? Likely not, they surely have ways to unlock everything at max stats.


I know someone who grinded for more than 500 hours on EDF 4.1 to get Gungnir, his last weapon. He quitted, and cheated to get it (I probably would too). Took me more than 100 hours to get the fun but mostly useless Rule of God in EDF 2025. Is this the notion of fun at Sandlot? What are they smoking?

No wonder so many people resort to PS4 save editors to get all weapons at max stats (and other things probably). I can even imagine how bad it is on the PC version.


In the end, weapons acquisition is not stuck on skill, talent or brilliance. It's stuck on luck and / or grinding.


This is the most absolutely dreadful thing about the game, and it causes serious damage to it. Hope they see the light and change their way. Wishful thinking... RNG can be accepted sometimes, but for most things, it's a pain and dumb. It's easy to see why developers use RNG: it simplifies development a gazillion times. Sandlot takes the hard path on some things why go down the toilet on this crucial aspect?


Update - It's worse on EDF 6...



18 August 2021

How to find good videos for EDF Sandlot games (2025, 4.1, 5 and 6)

Although I have a few videos of EDF PS3, PS4 and Vita games I have no claim to be a stellar EDF player. I'm just a slightly above regular player who tries to find good, clean, easy and replayable strategies for the most interesting and useful missions. The vast majority of the videos provided by western players are tasteless. Either:

- they use obnoxious amounts of armor, at which point the game becomes a mindless moronic game and just shows that they don't have little idea how to play the game or that the only way they managed was by using a ton of armor (aka no skill or effort needed)

- they have little to no strategy at all, usually reflecting the previous reason because the more armor you have the less inclined the player is to have any strategy, they only need to shoot things and run for the nearest health crate when they need


To find really good ones you'll have to check the japanese players videos. Finding them is relatively easy, but not all due to how they were tagged and named. It's not only westerners that publish crap, you'll find tons of it there too. Thankfully the majority of good videos published by japanese players are without commentaries (what a relief), I hate them too on western ones. Worse, a few (uf!) use a japanese Voiceroid, a speech synthesizer that will likely drive you insane, only easy option is to disable sound. If the gamer is good on EDF, what he's doing will be mostly self-explanatory and no details will be necessary. 

Many videos will be coop ones. They're less useful as you only get one player's perspective. I do enjoy playing the game solo (or coop solo), so I find these less interesting anyway.

 Although it's easy to figure out which weapons they're using, with the sites:


http://weapon.edf.jpn.com/4-1/


http://weapon.edf.jpn.com/5/


you can find out the less obvious ones. There's no need to know japanese, from the kanji characters it's possible to see which are the weapons and then use the weapons site english translation or a web browser with an embedded one to find out its English name.


To find videos use these keywords on Google (other search engines can provide good or unusual results but it's seldom, Google's results are usually better).


εœ°ηƒι˜²θ‘›θ»4

for EDF 2025

εœ°ηƒι˜²θ‘›θ»4.1

or

εœ°ηƒι˜²θ‘›θ»5

or

εœ°ηƒι˜²θ‘›θ»6



add INF to search for inferno runs. If you want a specific class use:

レンジャー

Ranger


ウむングダむバー

Wing Diver


エをレむダー

Air Raider


フェンァー

Fencer


Also useful is:

εˆζœŸδ½“εŠ›
Initial physical strength


for videos from players that finish missions with base armor, which obviously are the best ones.

Separate each keyword with spaces.


Finding a specific mission is more difficult. Not only is the search engine not totally smart (even inside YouTube), but most gamers use different ways to describe the mission. Some will use the mission name in japanese. But many fortunately will use something like this:

M83

ST83

DLC01-10

DLC2-4

Try several ways for these, as some will provide better results than others.


Many videos will be on YouTube, but you'll find a lot, especially for 2025 / 4 and still for 4.1 in Nicovideo, which is a sort of Japanese YouTube.


Don't expect to be able to duplicate easily their results. Most of these are stellar EDF players who have thousands (the majority several tens of thousands) hours on the series. Also do remember that many videos were most likely difficult to achieve. Still, the strategies and ideas you can get are several times very useful.

Mostly ignore EDF 5 videos with the Wing Diver using the Dragoon Lance Tri (ドラグーンランス・γƒˆγƒ©γ‚€), which was a broken weapon that enabled infinite flight without much effort. It's pretty easy to see which are these videos, but do expect most of those circa 2017 and 2018 to have been made using this weapon and this exploit so they have 0 interest. The weapon behavior was changed in the first patch and was never possible to use it that way in the western version.

For the Air Raider many players use a specific class of vehicle. It's difficult to find AR videos not done with helicopters, which frankly do break almost any point of seeing them, especially 4.1 ones, as it's not that different from the exploit of WD's infinite flying in 5 (well they did have infinite flight in 4.1). Although some specific missions are extremely difficult to do solo without helis, only using helis isn't interesting at all, at least to me.


I'll give a few suggestions of good ones.


One of the most prolific suppliers of videos and information is Leafierlemon. Not only does he has a web site with useful information:


he has some really good videos on his channel, the kind you expect from a stellar player with a lot of original strategies:



Lately, he publishes mostly co-op videos but has some really good solo stuff too. He's a master at using NPCs.  He's a Wing Diver and Ranger master. Kudos to him for all his work and information sharing. η΄ ζ™΄γ‚‰γ—い仕事
He also has most of the best and most clever ideas for many missions, the vast majority of them originals.


This gamer is very, very interesting:


because he streamed playing Inferno with Ranger from base weapons and armor. The awesome part is that the streaming contains everything, the failures and successes. Very good for learning.


An awesome EDF gamer, sadly retired:


Another, but sadly with less than good EDF 6 stuff:


Another (mostly 4.1):



A pro using the Armored Vehicle Grape with the AR, which clearly is stellar if you master it (do check his DLC solutions for 4.1):



Absolutely stellar with Fencer on EDF 5, but do realize he's using DLC weapons in most of them (but his WD 5 videos use the Dragoon Lance Tri exploit, and his AR stuff is not interesting at all, just helis):



A very interesting and unusual series that I found lately, all EDF 5 missions with 4 rangers but with views from all of them. Gives a different perspective since multiplayer videos are usually not interesting as you only see what one player is doing:




Absolutely stellar videos:

No words to describe this one. As a small reminder he only has short range weapons, and yes this is online solo as the mission is online only:



What you can do when you're really good at it and know the mission inside out:



Demon Army in 4.1 done solo with a AR, can't even imagine how much time it was but surely a few hours (4 videos, heavily cut):



Amazing strategy on a tough EDF 5 mission for Ranger. If you can understand what is going on and why he does what he does, you're on the right path:


This would be awesome with a normal core, but it was done with the level 0 one. Awsome idea, awesome gameplay. WD on  EDF 6.




PS Vita games

For the EDF Vita games (Earth Defense Force 2: Invaders from Planet Space (εœ°ηƒι˜²θ‘›θ»2 PORTABLE V2 in Japan) and Earth Defense Forces 2017 (or εœ°ηƒι˜²θ‘›θ»3 PORTABLE in Japan) ) it's extremely hard to find good videos. Not only taking vides of Vita games is considerably more difficult, although both games can be played on the Vita TV, the games were very neglected and have not many players (they're both some of the the best Vita action games by far).


Modesty aside, some of the best EDF 2017 videos are the ones I published on my Youtube channel. There's also a few more I'll add.


This one is memorable:



This is the most difficult mission on EDF 2, and probably the most difficult offline by far in all Sandlot EDF games, and it's played with base armor on impossible difficulty (unlocked once Inferno has been completely finished). There are no trophies for this difficulty and no weapon drops. Almost unbelievable. His YouTube channel is listed above too.


I'll keep on adding information to this page.







EDF Earth Defense Force (Sandlot) series, probably one of the best game series ever developed

I'm a huge fan of the series games. My first introduction was with EDF 2025, which was a PS Plus game. I truly hated the game at first. Junk graphics, bugs, confusing gameplay, difficult as hell. Later I started to get the idea and found out that the gameplay is truly fantastic but still thought it was difficult as hell. After a few hundred hours I found out what many other gamers had found before, that the games are truly fantastic and unique, and the gameplay is awesome.


It's a unusual mix of skill, tactics, strategy and brains. You don't have to be stellar on all or any, but you have to be reasonable on all of them to succeed, master and have real fun with the game.

Another plus is the B-movie looks and zaniness. From the dumb narrated plot, to the comments, jingles, dances, poses, the humour is a real plus to the overall quality of the game. A fantastic homage to the genre and these guys should have amazing fun creating all this craziness.


You get 4 completely different classes with radically different paths to solve a mission. Even if you won't master  the 4 classes you can definitely finish them all with 2. Finishing all with just one class isn't easy, no class is good at that.

Finally the game has a stellar co-operative online mode for up to 4 players (and couch coop with 2, or you can play both classes solo). The level of craziness and fun that can be achieved in coop play is pretty unusual. It's also awesome that there's only one objective, finish the mission, and rewards are equal to all, so no greedy teammates or competitiveness to see who's best. Everyone should and must work for the final objective, winning the mission.


There have been other game in the series not developed by Sandlot. EDF Insect Armageddon (Vicious Cycle, 2011) and EDF Iron Rain (Yuke's,2019) are sadly junk and laughable games. Although each has its interesting ideas, the overall gameplay is that of the common brainless and boring western FPS shooter. Enemy AI is dreadful, NPCs are usually brain dead (even worse than the EDF 2025 NPCs if that was acceptable) and the games are completely devoid of possible strategies. These 2 games have no soul. There's a huge ditch of quality between both and the vast majority of fans of the Sandlot games will despise these 2.

If you question why Sandlot uses and develops their own game engine for their games, the answer is simple, just look at either 2 of these games and you have the answer. Absolutely no other engine, and certainly not the major ones (Unreal, CryENGINE, Quake, Unity, etc) would be able to handle the obnoxious amount of enemies, bullets and crumbling landscape that Sandlot's one can.

It must be said that EDF 2025 wasn't very good on the PS3. Game engine in its infancy, pushing the hardware beyond what it was able to, and the PS3 was notoriously difficult to take advantage of. Although the game is playable, and I finished both the western and japanese versions, it's not a good experience, specially in couch coop, as the game slows to a crawl too much times. Most of the good and fun weapons for the Air Raider were unusable due to the game slowness. I would advise this one for the hardcore fans only.


EDF 4.1 is a brilliant development from 2025. It's a evolved version of 2025 and different enough to be considered a new game. EDF 5 was again a brilliant development from 4.1. Hopefully 6 will keep this trend.


The games have a reasonable learning curve. Don't expect to understand them with just a few hours of playing. If it's your first Sandlot EDF game, at around 100 hours of playing you'll begin to get the feeling and how to really play it. Most of the first half of the missions are ultimately too simple and boring but the last half has some stellar ones, and on higher difficulties these are what the game is all about. The game is very different on lower difficulties from hardest and specially in inferno, where more quantities of enemies or harder versions will be present and when you're required to use your brains and strategies to solve the missions. If you can just wander mostly around killing things in easy or normal and still progress well, this simply won't work when you get to the juicy difficulties. Inferno is what's the game is all about, the rest is just preparing you for that. Do make a effort, it's really worth it.


One of the reasons the game has many times bad reviews or opinions is simply down to the fact that very few people will play the time it takes to really enjoy the game. Although the same happens with many other games it's more difficult in all Sandlot games as they all share the same "play a ton of time until you get how to play this" syndrome. Still no game will appeal to everyone.


All we can hope is that Sandlot doesn't deviate a lot from their plan, and maintain gameplay along with small step improvements.


Although I'll cover other games I'll share mostly information on the series. I'm a solo man, so the information I write is for almost exclusively for solo play. Hope you enjoy and more importantly that it's useful, that's my goal.


"To save our mother Earth from any alien attack. EDF! EDF! EDF!" πŸ˜‹


Have fun.


PS All pages will be dynamic and I'll keep adding information that I feel it's relevant to them.

Also if you're a TLDR person this is clearly not your place.



EDF 6 DLC 2-26 - videos details and advice

General information There are 6 phases in the mission with various waves on them: - 1st phase, various waves of different ants, followed by ...